ccR.Death_Knight.Blood = {
	Bone_Shield = function() if ccR.Spell.Is.Ready(BONE_SHIELD) and not ccR.Player.Has.Buff(BONE_SHIELD) then ccR.Cast.Spell(BONE_SHIELD) end end,
	Dancing_Rune_Weapon = function(health) if ccR.Spell.Is.Ready(DANCING_RUNE_WEAPON) and ccR.Spell.CanAttack(DANCING_RUNE_WEAPON) and ccR.Player.Health() <= health and not ccR.Player.Has.Buff(DANCING_RUNE_WEAPON) then ccR.Cast.Attack(DANCING_RUNE_WEAPON) end end,
	Death_Strike = function(stacks, health) if ccR.Spell.CanAttack(DEATH_STRIKE) and ccR.Player.Buff.Stacks(SCENT_OF_BLOOD) >= stacks and ccR.Player.Health() <= health and ccR.Player.Is.Facing("target") then ccR.Cast.Attack(DEATH_STRIKE) end end,
	Rune_Tap =function(health) if ccR.Spell.Is.Ready(RUNE_TAP) and ccR.Player.Health() <= health and not ccR.Player.HasBuff(RUNE_TAP) then AruneType = GetRuneType(1) BruneType = GetRuneType(2) _, _, AruneReady = GetRuneCooldown(1) _, _, BruneReady = GetRuneCooldown(2) if (AruneType == 1 and AruneReady) or (BruneType == 1 and BruneReady) then ccR.Cast.Spell(RUNE_TAP) end end end,
	Vampiric_Blood = function(health) if ccR.Spell.Is.Ready(VAMPIRIC_BLOOD) and ccR.Player.Health() <= health then ccR.Cast.Spell(VAMPIRIC_BLOOD) end end,
	Dark_Command =
	function()
		if ccR.Spell.Is.Ready(DARK_COMMAND) then
			for x = 1, # ccR_Enemies_In_Combat do
				local vUnit = ccR_Enemies_In_Combat[x]
				if ccR.Unit.Is.Attackable(vUnit)
				and ccR.Unit.TargetName(vUnit) ~= ccR.Player.Name()
				and ccR.Spell.CanAttack(DARK_COMMAND)
				then
					ccR.Cast.Attack(DARK_COMMAND, vUnit)
				end
			end
		end
	end,
}
setmetatable(ccR.Death_Knight.Blood, ccR.Death_Knight)